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/cvs/deliantra/server/server/spell_attack.C
Revision: 1.44
Committed: Sun Jul 22 14:17:58 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +0 -1 lines
Log Message:
fix crash problem

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits
26 * of code
27 */
28
29 #include <global.h>
30 #include <object.h>
31 #include <living.h>
32 #include <sproto.h>
33 #include <spells.h>
34 #include <sounds.h>
35
36 /* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too
39 * op is the spell object.
40 */
41
42 void
43 check_spell_knockback (object *op)
44 {
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48
49 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */
51 /*LOG (llevDebug, "DEBUG: arch weighs nothing\n"); */
52 return;
53 }
54 else
55 {
56 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 }
59
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
61 {
62 int num_sections = 1;
63
64 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ))
66 return;
67
68 /* don't move parts of objects */
69 if (tmp->head)
70 continue;
71
72 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue;
75
76 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
78 num_sections++;
79
80 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant.
83 */
84
85 /* surface area? -tm */
86
87 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1; /* flying objects loose the friction modifier */
89
90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */
92 /* move_object is really for monsters, but looking at
93 * the move_object function, it appears that it should
94 * also be safe for objects.
95 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information
97 * right now.
98 */
99 move_object (tmp, absdir (op->stats.sp));
100 }
101
102 }
103 }
104
105 /***************************************************************************
106 *
107 * BOLT CODE
108 *
109 ***************************************************************************/
110
111 /* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork.
113 */
114
115 void
116 forklightning (object *op, object *tmp)
117 {
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */
120 maptile *m;
121 sint16 sx, sy;
122 object *new_bolt;
123
124 /* pick a fork direction. tmp->stats.Con is the left bias
125 * i.e., the chance in 100 of forking LEFT
126 * Should start out at 50, down to 25 for one already going left
127 * down to 0 for one going 90 degrees left off original path
128 */
129
130 if (rndm (0, 99) < tmp->stats.Con) /* fork left */
131 new_dir = -1;
132
133 /* check the new dir for a wall and in the map */
134 t_dir = absdir (tmp->direction + new_dir);
135
136 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP)
137 return;
138
139 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
140 return;
141
142 /* OK, we made a fork */
143 new_bolt = tmp->clone ();
144
145 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir;
151 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++;
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt);
158 }
159
160 /* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it.
162 */
163
164 void
165 move_bolt (object *op)
166 {
167 int mflags;
168 sint16 x, y;
169 maptile *m;
170
171 if (--op->duration < 0)
172 {
173 op->destroy ();
174 return;
175 }
176
177 hit_map (op, 0, op->attacktype, 1);
178
179 if (!op->direction)
180 return;
181
182 if (--op->range < 0)
183 op->range = 0;
184 else
185 {
186 x = op->x + DIRX (op);
187 y = op->y + DIRY (op);
188 m = op->map;
189 mflags = get_map_flags (m, &m, x, y, &x, &y);
190
191 if (mflags & P_OUT_OF_MAP)
192 return;
193
194 /* We are about to run into something - we may bounce */
195 /* Calling reflwall is pretty costly, as it has to look at all the objects
196 * on the space. So only call reflwall if we think the data it returns
197 * will be useful.
198 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING))
202 return;
203
204 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling
207 * on the diagonal, it is trickier - eg, a bolt travelling
208 * northwest bounces different if it hits a north/south
209 * wall (bounces to northeast) vs an east/west (bounces
210 * to the southwest.
211 */
212 if (op->direction & 1)
213 op->direction = absdir (op->direction + 4);
214 else
215 {
216 int left, right;
217 int mflags;
218
219 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
220 * over a corner in a tiled map, it is possible that
221 * op->direction is within an adjacent map but either
222 * op->direction-1 or op->direction+1 does not exist.
223 */
224 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)],
225 op->y + freearr_y[absdir (op->direction - 1)], &x, &y);
226
227 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
228
229 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)],
230 op->y + freearr_y[absdir (op->direction + 1)], &x, &y);
231 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
232
233 if (left == right)
234 op->direction = absdir (op->direction + 4);
235 else if (left)
236 op->direction = absdir (op->direction + 2);
237 else if (right)
238 op->direction = absdir (op->direction - 2);
239 }
240
241 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
242 return;
243 }
244 else
245 { /* Create a copy of this object and put it ahead */
246 object *tmp = op->clone ();
247
248 m->insert (tmp, x, y, op);
249 tmp->speed_left = -0.1f;
250 /* To make up for the decrease at the top of the function */
251 tmp->duration++;
252
253 /* New forking code. Possibly create forks of this object
254 * going off in other directions.
255 */
256 if (rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260
261 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward.
263 */
264 op->range = 0;
265 } /* copy object and move it along */
266 } /* if move bolt along */
267 }
268
269 /* fire_bolt
270 * object op (cast from caster) files a bolt in dir.
271 * spob is the spell object for the bolt.
272 * we remove the magic flag - that can be derived from
273 * spob->attacktype.
274 * This function sets up the appropriate owner and skill
275 * pointers.
276 */
277 int
278 fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
279 {
280 object *tmp = NULL;
281 int mflags;
282
283 if (!spob->other_arch)
284 return 0;
285
286 tmp = arch_to_object (spob->other_arch);
287 if (tmp == NULL)
288 return 0;
289
290 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype;
293 if (spob->slaying)
294 tmp->slaying = spob->slaying;
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con;
299
300 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
302 SET_ANIMATION (tmp, dir);
303
304 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp);
306
307 tmp->x = op->x + DIRX (tmp);
308 tmp->y = op->y + DIRY (tmp);
309 tmp->map = op->map;
310
311 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP)
314 {
315 tmp->destroy ();
316 return 0;
317 }
318
319 tmp->map = newmap;
320
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 {
325 tmp->destroy ();
326 return 0;
327 }
328
329 tmp->x = op->x;
330 tmp->y = op->y;
331 tmp->direction = absdir (tmp->direction + 4);
332 tmp->map = op->map;
333 }
334
335 if ((tmp = tmp->insert_at (tmp, op)))
336 move_bolt (tmp);
337
338 return 1;
339 }
340
341 /***************************************************************************
342 *
343 * BULLET/BALL CODE
344 *
345 ***************************************************************************/
346
347 /* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions.
349 * At least that is what I think this does.
350 */
351 void
352 explosion (object *op)
353 {
354 maptile *m = op->map;
355 int i;
356
357 if (--op->duration < 0)
358 {
359 op->destroy ();
360 return;
361 }
362
363 hit_map (op, 0, op->attacktype, 0);
364
365 if (op->range > 0)
366 {
367 for (i = 1; i < 9; i++)
368 {
369 sint16 dx, dy;
370
371 dx = op->x + freearr_x[i];
372 dy = op->y + freearr_y[i];
373
374 /* ok_to_put_more already does things like checks for walls,
375 * out of map, etc.
376 */
377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
378 {
379 object *tmp = op->clone ();
380
381 tmp->state = 0;
382 tmp->speed_left = -0.21f;
383 tmp->range--;
384 tmp->value = 0;
385
386 m->insert (tmp, dx, dy, op);
387 }
388 }
389 }
390 }
391
392 /* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to
394 * explode.
395 */
396 void
397 explode_bullet (object *op)
398 {
399 object *tmp, *owner;
400
401 if (op->other_arch == NULL)
402 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy ();
405 return;
406 }
407
408 if (op->env)
409 {
410 object *env = object_get_env_recursive (op);
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y))
412 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy ();
415 return;
416 }
417
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 }
420 else if (out_of_map (op->map, op->x, op->y))
421 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy ();
424 return;
425 }
426
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 {
432 op->destroy ();
433 return;
434 }
435
436 if (op->attacktype)
437 {
438 hit_map (op, 0, op->attacktype, 1);
439 if (op->destroyed ())
440 return;
441 }
442
443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch);
445
446 tmp->set_owner (op);
447 tmp->skill = op->skill;
448
449 owner = op->owner;
450
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
452 {
453 op->destroy ();
454 return;
455 }
456
457 /* special for bombs - it actually has sane values for these */
458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
459 {
460 tmp->attacktype = op->attacktype;
461 tmp->range = op->range;
462 tmp->stats.dam = op->stats.dam;
463 tmp->duration = op->duration;
464 }
465 else
466 {
467 if (op->attacktype & AT_MAGIC)
468 tmp->attacktype |= AT_MAGIC;
469
470 /* Spell doc describes what is going on here */
471 tmp->stats.dam = op->dam_modifier;
472 tmp->range = op->stats.maxhp;
473 tmp->duration = op->stats.hp;
474 /* Used for spell tracking - just need a unique val for this spell -
475 * the count of the parent should work fine.
476 */
477 tmp->stats.maxhp = op->count;
478 }
479
480 /* Set direction of cone explosion */
481 if (tmp->type == SPELL_EFFECT && tmp->subtype == SP_CONE)
482 tmp->stats.sp = op->direction;
483
484 /* Prevent recursion */
485 op->move_on = 0;
486
487 tmp->insert_at (op, op);
488 /* remove the firebullet */
489 op->destroy ();
490 }
491
492 /* checks to see what op should do, given the space it is on
493 * (eg, explode, damage player, etc)
494 */
495 void
496 check_bullet (object *op)
497 {
498 object *tmp;
499 int dam, mflags;
500 maptile *m;
501 sint16 sx, sy;
502
503 mflags = get_map_flags (op->map, &m, op->x, op->y, &sx, &sy);
504
505 if (!(mflags & P_IS_ALIVE) && !OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
506 return;
507
508 if (op->other_arch)
509 {
510 /* explode object will also remove op */
511 explode_bullet (op);
512 return;
513 }
514
515 /* If nothing alive on this space, no reason to do anything further */
516 if (!(mflags & P_IS_ALIVE))
517 return;
518
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 {
528 op->destroy ();
529 return;
530 }
531 }
532 }
533 }
534 }
535
536 /* Basically, we move 'op' one square, and if it hits something,
537 * call check_bullet.
538 * This function is only applicable to bullets, but not to all
539 * fired arches (eg, bolts).
540 */
541 void
542 move_bullet (object *op)
543 {
544 sint16 new_x, new_y;
545 int mflags;
546 maptile *m;
547
548 #if 0
549 /* We need a better general purpose way to do this */
550
551 /* peterm: added to make comet leave a trail of burnouts
552 it's an unadulterated hack, but the effect is cool. */
553 if (op->stats.sp == SP_METEOR)
554 {
555 replace_insert_ob_in_map ("fire_trail", op);
556 if (op->destroyed ())
557 return;
558 } /* end addition. */
559 #endif
560
561 /* Reached the end of its life - remove it */
562 if (--op->range <= 0)
563 {
564 if (op->other_arch)
565 explode_bullet (op);
566 else
567 op->destroy ();
568
569 return;
570 }
571
572 new_x = op->x + DIRX (op);
573 new_y = op->y + DIRY (op);
574 m = op->map;
575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576
577 if (mflags & P_OUT_OF_MAP)
578 {
579 op->destroy ();
580 return;
581 }
582
583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
584 {
585 if (op->other_arch)
586 explode_bullet (op);
587 else
588 op->destroy ();
589
590 return;
591 }
592
593 if (!(op = m->insert (op, new_x, new_y, op)))
594 return;
595
596 if (reflwall (op->map, op->x, op->y, op))
597 {
598 op->direction = absdir (op->direction + 4);
599 update_turn_face (op);
600 }
601 else
602 check_bullet (op);
603 }
604
605 /* fire_bullet
606 * object op (cast from caster) files a bolt in dir.
607 * spob is the spell object for the bolt.
608 * we remove the magic flag - that can be derived from
609 * spob->attacktype.
610 * This function sets up the appropriate owner and skill
611 * pointers.
612 */
613 int
614 fire_bullet (object *op, object *caster, int dir, object *spob)
615 {
616 object *tmp = NULL;
617 int mflags;
618
619 if (!spob->other_arch)
620 return 0;
621
622 tmp = arch_to_object (spob->other_arch);
623 if (tmp == NULL)
624 return 0;
625
626 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype;
629 if (spob->slaying)
630 tmp->slaying = spob->slaying;
631
632 tmp->range = 50;
633
634 /* Need to store duration/range for the ball to use */
635 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
636 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
637 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
638
639 tmp->direction = dir;
640 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
641 SET_ANIMATION (tmp, dir);
642
643 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp);
645
646 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map;
649
650 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP)
653 {
654 tmp->destroy ();
655 return 0;
656 }
657
658 tmp->map = newmap;
659
660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 {
662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663 {
664 tmp->destroy ();
665 return 0;
666 }
667
668 tmp->x = op->x;
669 tmp->y = op->y;
670 tmp->direction = absdir (tmp->direction + 4);
671 tmp->map = op->map;
672 }
673
674 if ((tmp = tmp->insert_at (tmp, op)))
675 check_bullet (tmp);
676
677 return 1;
678 }
679
680 /*****************************************************************************
681 *
682 * CONE RELATED FUNCTIONS
683 *
684 *****************************************************************************/
685
686 /* drops an object based on what is in the cone's "other_arch" */
687 void
688 cone_drop (object *op)
689 {
690 object *new_ob = arch_to_object (op->other_arch);
691
692 new_ob->level = op->level;
693 new_ob->set_owner (op->owner);
694
695 /* preserve skill ownership */
696 if (op->skill && op->skill != new_ob->skill)
697 new_ob->skill = op->skill;
698
699 new_ob->insert_at (op, op);
700 }
701
702 /* move_cone: causes cone object 'op' to move a space/hit creatures */
703
704 void
705 move_cone (object *op)
706 {
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map)
711 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0);
714 return;
715 }
716
717 /* lava saves it's life, but not yours :) */
718 if (QUERY_FLAG (op, FLAG_LIFESAVE))
719 {
720 hit_map (op, 0, op->attacktype, 0);
721 return;
722 }
723
724 #if 0
725 /* Disable this - enabling it makes monsters easier, as
726 * when their cone dies when they die.
727 */
728 /* If no owner left, the spell dies out. */
729 if (op->owner == NULL)
730 {
731 op->destroy ();
732 return;
733 }
734 #endif
735
736 hit_map (op, 0, op->attacktype, 0);
737
738 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some
740 * degree.
741 */
742 if (op->weight)
743 check_spell_knockback (op);
744
745 if (op->destroyed ())
746 return;
747
748 if ((op->duration--) < 0)
749 {
750 op->destroy ();
751 return;
752 }
753 /* Object has hit maximum range, so don't have it move
754 * any further. When the duration above expires,
755 * then the object will get removed.
756 */
757 if (--op->range < 0)
758 {
759 op->range = 0; /* just so it doesn't wrap */
760 return;
761 }
762
763 for (i = -1; i < 2; i++)
764 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 {
769 object *tmp = op->clone ();
770
771 tmp->duration = op->duration + 1;
772
773 /* Use for spell tracking - see ok_to_put_more() */
774 tmp->stats.maxhp = op->stats.maxhp;
775
776 op->map->insert (tmp, x, y, op);
777
778 if (tmp->other_arch)
779 cone_drop (tmp);
780 }
781 }
782 }
783
784 /* cast_cone: casts a cone spell.
785 * op: person firing the object.
786 * caster: object casting the spell.
787 * dir: direction to fire in.
788 * spell: spell that is being fired. It uses other_arch for the archetype
789 * to fire.
790 * returns 0 on failure, 1 on success.
791 */
792 int
793 cast_cone (object *op, object *caster, int dir, object *spell)
794 {
795 object *tmp;
796 int i, success = 0, range_min = -1, range_max = 1;
797 maptile *m;
798 sint16 sx, sy;
799 MoveType movetype;
800
801 if (!spell->other_arch)
802 return 0;
803
804 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD)
805 {
806 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!");
807 return 0;
808 }
809
810 if (!dir)
811 {
812 range_min = 0;
813 range_max = 8;
814 }
815
816 /* Need to know what the movetype of the object we are about
817 * to create is, so we can know if the space we are about to
818 * insert it into is blocked.
819 */
820 movetype = spell->other_arch->move_type;
821
822 for (i = range_min; i <= range_max; i++)
823 {
824 sint16 x, y, d;
825
826 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person.
830 */
831 d = dir + i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836
837 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage
841 * becase 0 direction will go through 9 directions - necessary
842 * for the rune code.
843 */
844 if (caster->type != RUNE && d == 0)
845 {
846 if (dir != 0)
847 d = 8;
848 else
849 continue;
850 }
851
852 x = op->x + freearr_x[d];
853 y = op->y + freearr_y[d];
854
855 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
856 continue;
857
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue;
860
861 success = 1;
862 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell);
866 tmp->attacktype = spell->attacktype;
867
868 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op))
871 return 0;
872
873 if (dir)
874 tmp->stats.sp = dir;
875 else
876 tmp->stats.sp = i;
877
878 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
879
880 /* If casting it in all directions, it doesn't go as far */
881 if (dir == 0)
882 {
883 tmp->range /= 4;
884 if (tmp->range < 2 && spell->range >= 2)
885 tmp->range = 2;
886 }
887
888 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
889 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
890
891 /* Special bonus for fear attacks */
892 if (tmp->attacktype & AT_FEAR)
893 {
894 if (caster->type == PLAYER)
895 tmp->duration += fear_bonus[caster->stats.Cha];
896 else
897 tmp->duration += caster->level / 3;
898 }
899
900 if (tmp->attacktype & (AT_HOLYWORD | AT_TURN_UNDEAD))
901 {
902 if (caster->type == PLAYER)
903 tmp->duration += turn_bonus[caster->stats.Wis] / 5;
904 else
905 tmp->duration += caster->level / 3;
906 }
907
908 if (!(tmp->move_type & MOVE_FLY_LOW))
909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
910
911 if (!tmp->move_on && tmp->stats.dam)
912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
913
914 m->insert (tmp, sx, sy, op);
915
916 /* This is used for tracking spells so that one effect doesn't hit
917 * a single space too many times.
918 */
919 tmp->stats.maxhp = tmp->count;
920
921 if (tmp->other_arch)
922 cone_drop (tmp);
923 }
924
925 return success;
926 }
927
928 /****************************************************************************
929 *
930 * BOMB related code
931 *
932 ****************************************************************************/
933
934 /* This handles an exploding bomb.
935 * op is the original bomb object.
936 */
937 void
938 animate_bomb (object *op)
939 {
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return;
945
946 env = object_get_env_recursive (op);
947
948 if (op->env)
949 {
950 if (env->map == NULL)
951 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955
956 if (!(op = op->insert_at (env, op)))
957 return;
958 }
959
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
964 {
965 op->destroy ();
966 return;
967 }
968
969 /* This copies a lot of the code from the fire bullet,
970 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values.
972 */
973 if (archetype *at = archetype::find (SPLINT))
974 {
975 for (i = 1; i < 9; i++)
976 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue;
979
980 tmp = arch_to_object (at);
981 tmp->direction = i;
982 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype;
986 tmp->set_owner (op);
987 if (op->skill && op->skill != tmp->skill)
988 tmp->skill = op->skill;
989
990 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
991 SET_ANIMATION (tmp, i);
992
993 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
994 move_bullet (tmp);
995 }
996 }
997
998 explode_bullet (op);
999 }
1000
1001 int
1002 create_bomb (object *op, object *caster, int dir, object *spell)
1003 {
1004
1005 object *tmp;
1006 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m;
1009
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0;
1015 }
1016 tmp = arch_to_object (spell->other_arch);
1017
1018 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1022 tmp->attacktype = spell->attacktype;
1023
1024 tmp->set_owner (op);
1025 set_spell_skill (op, caster, spell, tmp);
1026
1027 m->insert (tmp, dx, dy, op);
1028 return 1;
1029 }
1030
1031 /****************************************************************************
1032 *
1033 * smite related spell code.
1034 *
1035 ****************************************************************************/
1036
1037 /* get_pointed_target() - this is used by finger of death
1038 * and the 'smite' spells. Returns the pointer to the first
1039 * monster in the direction which is pointed to by op. b.t.
1040 * op is the caster - really only used for the source location.
1041 * dir is the direction to look in.
1042 * range is how far out to look.
1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044 * this info is used for blocked magic/unholy spaces.
1045 */
1046 object *
1047 get_pointed_target (object *op, int dir, int range, int type)
1048 {
1049 object *target;
1050 sint16 x, y;
1051 int dist, mflags;
1052 maptile *mp;
1053
1054 if (dir == 0)
1055 return NULL;
1056
1057 for (dist = 1; dist < range; dist++)
1058 {
1059 x = op->x + freearr_x[dir] * dist;
1060 y = op->y + freearr_y[dir] * dist;
1061 mp = op->map;
1062 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1063
1064 if (mflags & P_OUT_OF_MAP)
1065 return NULL;
1066 if ((type & SPELL_MANA) && (mflags & P_NO_MAGIC))
1067 return NULL;
1068 if ((type & SPELL_GRACE) && (mflags & P_NO_CLERIC))
1069 return NULL;
1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1071 return NULL;
1072
1073 if (mflags & P_IS_ALIVE)
1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1076 return target;
1077 }
1078
1079 return NULL;
1080 }
1081
1082 /* cast_smite_arch() - the priest points to a creature and causes
1083 * a 'godly curse' to decend.
1084 * usual params -
1085 * op = player
1086 * caster = object casting the spell.
1087 * dir = direction being cast
1088 * spell = spell object
1089 */
1090 int
1091 cast_smite_spell (object *op, object *caster, int dir, object *spell)
1092 {
1093 object *effect, *target;
1094 object *god = find_god (determine_god (op));
1095 int range;
1096
1097 range = spell->range + SP_level_range_adjust (caster, spell);
1098 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1099
1100 /* Bunch of conditions for casting this spell. Note that only
1101 * require a god if this is a cleric spell (requires grace).
1102 * This makes this spell much more general purpose - it can be used
1103 * by wizards also, which is good, because I think this is a very
1104 * interesting spell.
1105 * if it is a cleric spell, you need a god, and the creature
1106 * can't be friendly to your god.
1107 */
1108
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
1110 || (!god && spell->stats.grace)
1111 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
1112 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114 return 0;
1115 }
1116
1117 if (spell->other_arch)
1118 effect = arch_to_object (spell->other_arch);
1119 else
1120 return 0;
1121
1122 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell);
1124 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 {
1127 if (tailor_god_spell (effect, op))
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1129 else
1130 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132 return 0;
1133 }
1134 }
1135
1136 /* size of the area of destruction */
1137 effect->range = spell->range + SP_level_range_adjust (caster, spell);
1138 effect->duration = spell->duration + SP_level_range_adjust (caster, spell);
1139
1140 if (effect->attacktype & AT_DEATH)
1141 {
1142 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1143
1144 /* casting death spells at undead isn't a good thing */
1145 if (QUERY_FLAG (target, FLAG_UNDEAD))
1146 {
1147 if (random_roll (0, 2, op, PREFER_LOW))
1148 {
1149 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1150 effect->x = op->x;
1151 effect->y = op->y;
1152 }
1153 else
1154 {
1155 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1156 target->stats.hp = target->stats.maxhp * 2;
1157 effect->destroy ();
1158 return 0;
1159 }
1160 }
1161 }
1162 else
1163 {
1164 /* how much woe to inflict :) */
1165 effect->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1166 }
1167
1168 effect->set_owner (op);
1169 set_spell_skill (op, caster, spell, effect);
1170
1171 /* ok, tell it where to be, and insert! */
1172 effect->insert_at (target, op);
1173
1174 return 1;
1175 }
1176
1177
1178 /****************************************************************************
1179 *
1180 * MAGIC MISSILE code.
1181 * note that the fire_bullet is used to fire the missile. The
1182 * code here is just to move the missile.
1183 ****************************************************************************/
1184
1185 /* op is a missile that needs to be moved */
1186 void
1187 move_missile (object *op)
1188 {
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0)
1195 {
1196 op->destroy ();
1197 return;
1198 }
1199
1200 owner = op->owner;
1201 #if 0
1202 /* It'd make things nastier if this wasn't here - spells cast by
1203 * monster that are then killed would continue to survive
1204 */
1205 if (owner == NULL)
1206 {
1207 op->destroy ();
1208 return;
1209 }
1210 #endif
1211
1212 new_x = op->x + DIRX (op);
1213 new_y = op->y + DIRY (op);
1214
1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 {
1219 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away.
1221 * we need to remove it if someone hasn't already done so.
1222 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy ();
1234 return;
1235 }
1236
1237 i = spell_find_dir (m, new_x, new_y, op->owner);
1238 if (i > 0 && i != op->direction)
1239 {
1240 op->direction = i;
1241 SET_ANIMATION (op, op->direction);
1242 }
1243
1244 m->insert (op, new_x, new_y, op);
1245 }
1246
1247 /****************************************************************************
1248 * Destruction
1249 ****************************************************************************/
1250
1251 /* make_object_glow() - currently only makes living objects glow.
1252 * we do this by creating a force and inserting it in the
1253 * object. if time is 0, the object glows permanently. To truely
1254 * make this work for non-living objects, we would have to
1255 * give them the capability to have an inventory. b.t.
1256 */
1257 int
1258 make_object_glow (object *op, int radius, int time)
1259 {
1260 /* some things are unaffected... */
1261 if (op->path_denied & PATH_LIGHT)
1262 return 0;
1263
1264 object *tmp = get_archetype (FORCE_NAME);
1265 tmp->speed = 0.01;
1266 tmp->stats.food = time;
1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1268 tmp->glow_radius = radius;
1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1270 tmp->glow_radius = MAX_LIGHT_RADII;
1271
1272 tmp = insert_ob_in_ob (tmp, op);
1273
1274 if (tmp->glow_radius > op->glow_radius)
1275 op->glow_radius = tmp->glow_radius;
1276
1277 return 1;
1278 }
1279
1280 int
1281 cast_destruction (object *op, object *caster, object *spell_ob)
1282 {
1283 int i, j, range, mflags, friendly = 0, dam, dur;
1284 sint16 sx, sy;
1285 maptile *m;
1286 object *tmp;
1287 const char *skill;
1288
1289 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1290 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1291 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1292 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1293 friendly = 1;
1294
1295 /* destruction doesn't use another spell object, so we need
1296 * update op's skill pointer so that exp is properly awarded.
1297 * We do some shortcuts here - since this is just temporary
1298 * and we'll reset the values back, we don't need to go through
1299 * the full share string/free_string route.
1300 */
1301 skill = op->skill;
1302 if (caster == op)
1303 op->skill = spell_ob->skill;
1304 else if (caster->skill)
1305 op->skill = caster->skill;
1306 else
1307 op->skill = NULL;
1308
1309 op->change_skill (find_skill_by_name (op, op->skill));
1310
1311 for (i = -range; i < range; i++)
1312 {
1313 for (j = -range; j < range; j++)
1314 {
1315 m = op->map;
1316 sx = op->x + i;
1317 sy = op->y + j;
1318
1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1320 if (mflags & P_OUT_OF_MAP)
1321 continue;
1322
1323 if (mflags & P_IS_ALIVE)
1324 {
1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1327 break;
1328
1329 if (tmp)
1330 {
1331 if (tmp->head)
1332 tmp = tmp->head;
1333
1334 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 {
1337 if (spell_ob->subtype == SP_DESTRUCTION)
1338 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1340 if (spell_ob->other_arch)
1341 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1342 }
1343 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1344 {
1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1346 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1347 }
1348 }
1349 }
1350 }
1351 }
1352 }
1353
1354 op->skill = skill;
1355 return 1;
1356 }
1357
1358 /***************************************************************************
1359 *
1360 * CURSE
1361 *
1362 ***************************************************************************/
1363
1364 int
1365 cast_curse (object *op, object *caster, object *spell_ob, int dir)
1366 {
1367 object *god = find_god (determine_god (op));
1368 object *tmp, *force;
1369
1370 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1371 if (!tmp)
1372 {
1373 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1374 return 0;
1375 }
1376
1377 /* If we've already got a force of this type, don't add a new one. */
1378 for (force = tmp->inv; force != NULL; force = force->below)
1379 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 {
1382 if (force->name == spell_ob->name)
1383 {
1384 break;
1385 }
1386 else if (spell_ob->race && spell_ob->race == force->name)
1387 {
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &force->name_pl);
1389 return 0;
1390 }
1391 }
1392 }
1393
1394 if (force == NULL)
1395 {
1396 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY;
1398 if (spell_ob->race)
1399 force->name = spell_ob->race;
1400 else
1401 force->name = spell_ob->name;
1402
1403 force->name_pl = spell_ob->name;
1404
1405 }
1406 else
1407 {
1408 int duration;
1409
1410 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1411 if (duration > force->duration)
1412 {
1413 force->duration = duration;
1414 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1415 }
1416 else
1417 {
1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1419 }
1420 return 1;
1421 }
1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1423 force->speed = 1.f;
1424 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED);
1426
1427 if (god)
1428 {
1429 if (spell_ob->last_grace)
1430 force->path_repelled = god->path_repelled;
1431 if (spell_ob->last_grace)
1432 force->path_denied = god->path_denied;
1433 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are a victim of %s's curse!", &god->name);
1434 }
1435 else
1436 new_draw_info (NDI_UNIQUE, 0, op, "Your curse seems empty.");
1437
1438
1439 if (tmp != op && op->type == PLAYER)
1440 new_draw_info_format (NDI_UNIQUE, 0, op, "You curse %s!", &tmp->name);
1441
1442 force->stats.ac = spell_ob->stats.ac;
1443 force->stats.wc = spell_ob->stats.wc;
1444
1445 change_abil (tmp, force); /* Mostly to display any messages */
1446 insert_ob_in_ob (force, tmp);
1447 tmp->update_stats ();
1448 return 1;
1449
1450 }
1451
1452 /**********************************************************************
1453 * mood change
1454 * Arguably, this may or may not be an attack spell. But since it
1455 * effects monsters, it seems best to put it into this file
1456 ***********************************************************************/
1457
1458 /* This covers the various spells that change the moods of monsters -
1459 * makes them angry, peacful, friendly, etc.
1460 */
1461 int
1462 mood_change (object *op, object *caster, object *spell)
1463 {
1464 object *tmp, *god, *head;
1465 int done_one, range, mflags, level, at, best_at;
1466 sint16 x, y, nx, ny;
1467 maptile *m;
1468 const char *race;
1469
1470 /* We precompute some values here so that we don't have to keep
1471 * doing it over and over again.
1472 */
1473 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell);
1476
1477 /* On the bright side, no monster should ever have a race of GOD_...
1478 * so even if the player doesn't worship a god, if race=GOD_.., it
1479 * won't ever match anything.
1480 */
1481 if (!spell->race)
1482 race = NULL;
1483 else if (god && !strcmp (spell->race, "GOD_SLAYING"))
1484 race = god->slaying;
1485 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1486 race = god->race;
1487 else
1488 race = spell->race;
1489
1490 for (x = op->x - range; x <= op->x + range; x++)
1491 for (y = op->y - range; y <= op->y + range; y++)
1492 {
1493 done_one = 0;
1494 m = op->map;
1495 nx = x;
1496 ny = y;
1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1498 if (mflags & P_OUT_OF_MAP)
1499 continue;
1500
1501 /* If there is nothing living on this space, no need to go further */
1502 if (!(mflags & P_IS_ALIVE))
1503 continue;
1504
1505 // players can only affect spaces that they can actually see
1506 if (caster && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70)
1508 continue;
1509
1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1511 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1512 break;
1513
1514 /* There can be living objects that are not monsters */
1515 if (!tmp || tmp->type == PLAYER)
1516 continue;
1517
1518 /* Only the head has meaningful data, so resolve to that */
1519 if (tmp->head)
1520 head = tmp->head;
1521 else
1522 head = tmp;
1523
1524 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1525 if (race && head->race && !strstr (race, head->race))
1526 continue;
1527
1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529 continue;
1530
1531 /* Now do a bunch of stuff related to saving throws */
1532 best_at = -1;
1533 if (spell->attacktype)
1534 {
1535 for (at = 0; at < NROFATTACKS; at++)
1536 if (spell->attacktype & (1 << at))
1537 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538 best_at = at;
1539
1540 if (best_at == -1)
1541 at = 0;
1542 else
1543 {
1544 if (head->resist[best_at] == 100)
1545 continue;
1546 else
1547 at = head->resist[best_at] / 5;
1548 }
1549 at -= level / 5;
1550 if (did_make_save (head, head->level, at))
1551 continue;
1552 }
1553 else /* spell->attacktype */
1554 {
1555 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559
1560 The chance will then be in the range [20-70] percent, not too bad.
1561
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster...
1564
1565 Ryo, august 14th
1566 */
1567 if (head->level > level)
1568 continue;
1569
1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1571 /* Failed, no effect */
1572 continue;
1573 }
1574
1575 /* Done with saving throw. Now start affecting the monster */
1576
1577 /* aggravation */
1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1579 {
1580 CLEAR_FLAG (head, FLAG_SLEEP);
1581 remove_friendly_object (head);
1582 done_one = 1;
1583 head->enemy = op;
1584 }
1585
1586 /* calm monsters */
1587 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588 {
1589 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1590 head->enemy = NULL;
1591 done_one = 1;
1592 }
1593
1594 /* berserk monsters */
1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596 {
1597 SET_FLAG (head, FLAG_BERSERK);
1598 done_one = 1;
1599 }
1600
1601 /* charm */
1602 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1603 {
1604 /* Prevent uncontolled outbreaks of self replicating monsters.
1605 Typical use case is charm, go somwhere, use aggravation to make hostile.
1606 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head);
1610 add_friendly_object (head);
1611 head->attack_movement = PETMOVE;
1612 done_one = 1;
1613 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1614 head->stats.exp = 0;
1615 }
1616
1617 /* If a monster was effected, put an effect in */
1618 if (done_one && spell->other_arch)
1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1620 } /* for y */
1621
1622 return 1;
1623 }
1624
1625
1626 /* Move_ball_spell: This handles ball type spells that just sort of wander
1627 * about. was called move_ball_lightning, but since more than the ball
1628 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c
1631 */
1632
1633 void
1634 move_ball_spell (object *op)
1635 {
1636 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy;
1638 object *owner;
1639 maptile *m;
1640
1641 owner = op->owner;
1642
1643 /* the following logic makes sure that the ball doesn't move into a wall,
1644 * and makes sure that it will move along a wall to try and get at it's
1645 * victim. The block immediately below more or less chooses a random
1646 * offset to move the ball, eg, keep it mostly on course, with some
1647 * deviations.
1648 */
1649
1650 dir = 0;
1651 if (!(rndm (0, 3)))
1652 j = rndm (0, 1);
1653 else
1654 j = 0;
1655
1656 for (i = 1; i < 9; i++)
1657 {
1658 /* i bit 0: alters sign of offset
1659 * other bits (i / 2): absolute value of offset
1660 */
1661
1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1663 int tmpdir = absdir (op->direction + offset);
1664
1665 nx = op->x + freearr_x[tmpdir];
1666 ny = op->y + freearr_y[tmpdir];
1667 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1668 {
1669 dir = tmpdir;
1670 break;
1671 }
1672 }
1673 if (dir == 0)
1674 {
1675 nx = op->x;
1676 ny = op->y;
1677 m = op->map;
1678 }
1679
1680 m->insert (op, nx, ny, op);
1681
1682 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1683 surrounding squares */
1684
1685 /* loop over current square and neighbors to hit.
1686 * if this has an other_arch field, we insert that in
1687 * the surround spaces.
1688 */
1689 for (j = 0; j < 9; j++)
1690 {
1691 hx = nx + freearr_x[j];
1692 hy = ny + freearr_y[j];
1693
1694 m = op->map;
1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1696
1697 if (mflags & P_OUT_OF_MAP)
1698 continue;
1699
1700 /* first, don't ever, ever hit the owner. Don't hit out
1701 * of the map either.
1702 */
1703
1704 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1705 {
1706 if (j)
1707 op->stats.dam = dam_save / 2;
1708 hit_map (op, j, op->attacktype, 1);
1709
1710 }
1711
1712 /* insert the other arch */
1713 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1715 }
1716
1717 /* restore to the center location and damage */
1718 op->stats.dam = dam_save;
1719
1720 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1721
1722 if (i >= 0)
1723 { /* we have a preferred direction! */
1724 /* pick another direction if the preferred dir is blocked. */
1725 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1726 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1727 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1728
1729 op->direction = i;
1730 }
1731 }
1732
1733
1734 /* move_swarm_spell: peterm
1735 * This is an implementation of the swarm spell. It was written for
1736 * meteor swarm, but it could be used for any swarm. A swarm spell
1737 * is a special type of object that casts swarms of other types
1738 * of spells. Which spell it casts is flexible. It fires the spells
1739 * from a set of squares surrounding the caster, in a given direction.
1740 */
1741
1742 void
1743 move_swarm_spell (object *op)
1744 {
1745 #if 0
1746 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1747 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1748 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir;
1750 maptile *m;
1751 #endif
1752 int basedir;
1753 object *owner;
1754
1755 owner = op->owner;
1756 if (op->duration == 0 || owner == NULL)
1757 {
1758 op->destroy ();
1759 return;
1760 }
1761
1762 op->duration--;
1763
1764 basedir = op->direction;
1765 if (basedir == 0)
1766 {
1767 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8);
1769 }
1770
1771 #if 0
1772 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and
1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1775 // space.
1776 // should be fixed later, but correctness before features...
1777 // (schmorp)
1778
1779 /* new offset calculation to make swarm element distribution
1780 * more uniform
1781 */
1782 if (op->duration)
1783 {
1784 if (basedir & 1)
1785 {
1786 adjustdir = cardinal_adjust[rndm (0, 8)];
1787 }
1788 else
1789 {
1790 adjustdir = diagonal_adjust[rndm (0, 9)];
1791 }
1792 }
1793 else
1794 {
1795 adjustdir = 0; /* fire the last one from forward. */
1796 }
1797
1798 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1799 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1800
1801 /* back up one space so we can hit point-blank targets, but this
1802 * necessitates extra out_of_map check below
1803 */
1804 origin_x = target_x - freearr_x[basedir];
1805 origin_y = target_y - freearr_y[basedir];
1806
1807
1808 /* spell pointer is set up for the spell this casts. Since this
1809 * should just be a pointer to the spell in some inventory,
1810 * it is unlikely to disappear by the time we need it. However,
1811 * do some sanity checking anyways.
1812 */
1813
1814 if (op->spell && op->spell->type == SPELL &&
1815 !(get_map_flags (op->map, &m, target_x, target_y, &target_x, &target_y) & P_OUT_OF_MAP) &&
1816 !(OB_TYPE_MOVE_BLOCK (op->spell, GET_MAP_MOVE_BLOCK (m, target_x, target_y))))
1817 {
1818
1819 /* Bullet spells have a bunch more customization that needs to be done */
1820 if (op->spell->subtype == SP_BULLET)
1821 fire_bullet (owner, op, basedir, op->spell);
1822 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1823 fire_arch_from_position (owner, op, origin_x, origin_y, basedir, op->spell);
1824 }
1825 #endif
1826
1827 /* spell pointer is set up for the spell this casts. Since this
1828 * should just be a pointer to the spell in some inventory,
1829 * it is unlikely to disappear by the time we need it. However,
1830 * do some sanity checking anyways.
1831 */
1832
1833 if (op->spell && op->spell->type == SPELL)
1834 {
1835 /* Bullet spells have a bunch more customization that needs to be done */
1836 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1840 }
1841 }
1842
1843
1844
1845
1846 /* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm.
1850 *
1851 * op: the owner
1852 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell.
1855 * n: the number to be fired.
1856 */
1857
1858 int
1859 fire_swarm (object *op, object *caster, object *spell, int dir)
1860 {
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch)
1865 return 0;
1866
1867 tmp = get_archetype (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1869 set_spell_skill (op, caster, spell, tmp);
1870
1871 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
1872 tmp->spell = arch_to_object (spell->other_arch);
1873
1874 tmp->attacktype = tmp->spell->attacktype;
1875
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op))
1878 return 1;
1879
1880 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883
1884 tmp->direction = dir;
1885 tmp->invisible = 1;
1886
1887 tmp->insert_at (op, op);
1888 return 1;
1889 }
1890
1891
1892 /* See the spells documentation file for why this is its own
1893 * function.
1894 */
1895 int
1896 cast_light (object *op, object *caster, object *spell, int dir)
1897 {
1898 object *target = NULL, *tmp = NULL;
1899 sint16 x, y;
1900 int dam, mflags;
1901 maptile *m;
1902
1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1904
1905 if (!dir)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1908 return 0;
1909 }
1910
1911 x = op->x + freearr_x[dir];
1912 y = op->y + freearr_y[dir];
1913 m = op->map;
1914
1915 mflags = get_map_flags (m, &m, x, y, &x, &y);
1916
1917 if (mflags & P_OUT_OF_MAP)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1920 return 0;
1921 }
1922
1923 if (mflags & P_IS_ALIVE && spell->attacktype)
1924 {
1925 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1926 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head)
1930 target = target->head;
1931 (void) hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */
1933 }
1934 }
1935
1936 /* no live target, perhaps a wall is in the way? */
1937 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1938 {
1939 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1940 return 0;
1941 }
1942
1943 /* ok, looks groovy to just insert a new light on the map */
1944 tmp = arch_to_object (spell->other_arch);
1945 if (!tmp)
1946 {
1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1948 return 0;
1949 }
1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1951 if (tmp->glow_radius)
1952 {
1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1956 }
1957
1958 m->insert (tmp, x, y, op);
1959 return 1;
1960 }
1961
1962
1963
1964
1965 /* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone.
1967 * op is the player/monster, caster is the object, dir is the direction
1968 * to cast, disease_arch is the specific disease, and type is the spell number
1969 * perhaps this should actually be in disease.c?
1970 */
1971
1972 int
1973 cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974 {
1975 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod;
1977 object *walk;
1978 maptile *m;
1979
1980 x = op->x;
1981 y = op->y;
1982
1983 /* If casting from a scroll, no direction will be available, so refer to the
1984 * direction the player is pointing.
1985 */
1986 if (!dir)
1987 dir = op->facing;
1988 if (!dir)
1989 return 0; /* won't find anything if casting on ourself, so just return */
1990
1991 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell);
1993 dam_mod = SP_level_dam_adjust (caster, spell);
1994 dur_mod = SP_level_duration_adjust (caster, spell);
1995
1996 /* search in a line for a victim */
1997 for (i = 1; i < range; i++)
1998 {
1999 x = op->x + i * freearr_x[dir];
2000 y = op->y + i * freearr_y[dir];
2001 m = op->map;
2002
2003 mflags = get_map_flags (m, &m, x, y, &x, &y);
2004
2005 if (mflags & P_OUT_OF_MAP)
2006 return 0;
2007
2008 /* don't go through walls - presume diseases are airborne */
2009 if (GET_MAP_MOVE_BLOCK (m, x, y) & MOVE_FLY_LOW)
2010 return 0;
2011
2012 /* Only bother looking on this space if there is something living here */
2013 if (mflags & P_IS_ALIVE)
2014 {
2015 /* search this square for a victim */
2016 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2017 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2018 { /* found a victim */
2019 object *disease = arch_to_object (spell->other_arch);
2020
2021 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell);
2025
2026 /* do level adjustments */
2027 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2;
2029
2030 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4;
2032
2033 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod;
2035
2036 if (disease->stats.maxgrace > 0)
2037 disease->stats.maxgrace += dur_mod;
2038
2039 if (disease->stats.dam)
2040 {
2041 if (disease->stats.dam > 0)
2042 disease->stats.dam += dam_mod;
2043 else
2044 disease->stats.dam -= dam_mod;
2045 }
2046
2047 if (disease->last_sp)
2048 {
2049 disease->last_sp -= 2 * dam_mod;
2050 if (disease->last_sp < 1)
2051 disease->last_sp = 1;
2052 }
2053
2054 if (disease->stats.maxsp)
2055 {
2056 if (disease->stats.maxsp > 0)
2057 disease->stats.maxsp += dam_mod;
2058 else
2059 disease->stats.maxsp -= dam_mod;
2060 }
2061
2062 if (disease->stats.ac)
2063 disease->stats.ac += dam_mod;
2064
2065 if (disease->last_eat)
2066 disease->last_eat -= dam_mod;
2067
2068 if (disease->stats.hp)
2069 disease->stats.hp -= dam_mod;
2070
2071 if (disease->stats.sp)
2072 disease->stats.sp -= dam_mod;
2073
2074 if (infect_object (walk, disease, 1))
2075 {
2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2077
2078 disease->destroy (); /* don't need this one anymore */
2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2080 return 1;
2081 }
2082
2083 disease->destroy ();
2084 }
2085 } /* if living creature */
2086 } /* for range of spaces */
2087
2088 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2089 return 1;
2090 }